﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace CPA
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public partial class Game1 : Microsoft.Xna.Framework.Game
    {
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();

            // Call the draw function in the current section of game
            switch (gameState)
            {
                case GameState.Loading01:
                    break;
                case GameState.StartMenu:
                    menu.draw();
                    break;
                case GameState.FmvIntro:
                    FmvIntro.draw();
                    break;
                case GameState.Level01:
                    level01.draw();
                   //w spriteBatch.Draw(fromage, new Rectangle(388, 208, 25, 60), Color.White);
                    break;
                case GameState.Fmv04:
                    fmv04.draw();
                    break;
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
